/*******************************************************************
** This code is part of Breakout.
**
** Breakout is free software: you can redistribute it and/or modify
** it under the terms of the CC BY 4.0 license as published by
** Creative Commons, either version 4 of the License, or (at your
** option) any later version.
******************************************************************/
#ifndef RESOURCE_MANAGER_H
#define RESOURCE_MANAGER_H

#include <map>
#include <string>

#include <glad/glad.h>

#include "shader.h"
#include "Texture.h"


class ResourceManager
{
public:
	// resource storage
	static std::map<std::string, Shader>    Shaders;
	static std::map<std::string, Texture2D> Textures;
	// loads (and generates) a shader program from file loading vertex, fragment (and geometry) shader's source code. If gShaderFile is not nullptr, it also loads a geometry shader
	static Shader    LoadShader(const char* vShaderFile, const char* fShaderFile, const char* gShaderFile, std::string name);
	// retrieves a stored sader
	static Shader    GetShader(std::string name);
	// loads (and generates) a texture from file
	static Texture2D LoadTexture(const char* file, bool alpha, std::string name);
	// retrieves a stored texture
	static Texture2D GetTexture(std::string name);
	// properly de-allocates all loaded resources
	static void      Clear();
private:
	// private constructor, that is we do not want any actual resource manager objects. Its members and functions should be publicly available (static).
	ResourceManager() { }
	// loads and generates a shader from file
	static Shader    loadShaderFromFile(const char* vShaderFile, const char* fShaderFile, const char* gShaderFile = nullptr);
	// loads a single texture from file
	static Texture2D loadTextureFromFile(const char* file, bool alpha);
};

#endif